Hello everybody. I once again need your aid in fixing the transport ships on my map. I recently got a help from a Hive member named O_Vazio. He helped me with a lot of things. Like he sent me the triggers that makes the blue and coal players load transport ships and attack the player. The trigger was meant for all player in the city to attack purple, but it only works for the two players. There is still a lot left to fix. So can some of you help me to create a script using jass or triggers like below to make the rest of enemy units of player red, dark green, teal and gray to load transport ships and attack player purple? And not get stuck on a mountain. We can also make them attack the player expansions too. I am using patch 1.31.1. Best regards from Pekisa7.
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Load HumanTransport Ships
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Events
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Unit - A unit Is issued an order targeting an object
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Conditions
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(Target unit of issued order) Equal to Tomb Citadel 0002 <gen>
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AICapitalCityActive Equal to True
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Actions
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For each (Integer Integer_LoopIndex) from 1 to (Number of players), do (Actions)
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Loop - Actions
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Set Player_TriggerPlayerArray1[Integer_LoopIndex] = (Player(Integer_LoopIndex))
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Set Player_TriggerPlayerArray2[Integer_LoopIndex] = (Owner of Unit_TransportShipArray[Integer_LoopIndex])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of Unit_TransportShipArray[Integer_LoopIndex]) Greater than 0.00
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(Number of units in Group_TransportedUnitsArray[Integer_LoopIndex]) Equal to 0
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Player_TriggerPlayerArray1[Integer_LoopIndex] Equal to Player_TriggerPlayerArray2[Integer_LoopIndex]
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Then - Actions
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Set Point_TriggerPointArray[Integer_LoopIndex] = (Position of Unit_TransportShipArray[Integer_LoopIndex])
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Set Group_TransportedUnitsArray[Integer_LoopIndex] = (Units within 600.00 of Point_TriggerPointArray[Integer_LoopIndex])
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Unit Group - Pick every unit in Group_TransportedUnitsArray[Integer_LoopIndex] and do (Actions)
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Loop - Actions
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Set Unit_PickedUnit = (Picked unit)
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Set Player_OwnerPickedUnit = (Owner of Unit_PickedUnit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Unit_PickedUnit Not equal to Unit_TransportShipArray[Integer_LoopIndex]
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Player_TriggerPlayerArray1[Integer_LoopIndex] Equal to Player_OwnerPickedUnit
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Then - Actions
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Unit - Order Unit_PickedUnit to Board Unit_TransportShipArray[Integer_LoopIndex]
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Else - Actions
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Unit Group - Remove Unit_PickedUnit from Group_TransportedUnitsArray[Integer_LoopIndex]
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Set Unit_PickedUnit = No unit
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Custom script: set udg_Player_OwnerPickedUnit = null
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Custom script: call RemoveLocation(udg_Point_TriggerPointArray[udg_Integer_LoopIndex])
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Else - Actions
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Custom script: set udg_Player_TriggerPlayerArray1[udg_Integer_LoopIndex] = null
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Custom script: set udg_Player_TriggerPlayerArray2[udg_Integer_LoopIndex] = null
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Wait 2.00 seconds
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Game - Display to (All players) for 10.00 seconds the text: Now, type -unload t...
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Unload Human Transport Ships
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Events
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Unit - A unit Is issued an order targeting an object
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Conditions
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(Target unit of issued order) Equal to Tomb Citadel 0002 <gen>
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AICapitalCityActive Equal to True
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Actions
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For each (Integer Integer_LoopIndex) from 1 to (Number of players), do (Actions)
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Loop - Actions
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Set Player_TargetPlayer = Player 4 (Purple)
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Set Point_TriggerPoint = (Player_TargetPlayer start location)
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Set Player_TriggerPlayerArray1[Integer_LoopIndex] = (Player(Integer_LoopIndex))
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Set Player_TriggerPlayerArray2[Integer_LoopIndex] = (Owner of Unit_TransportShipArray[Integer_LoopIndex])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of Unit_TransportShipArray[Integer_LoopIndex]) Greater than 0.00
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(Number of units in Group_TransportedUnitsArray[Integer_LoopIndex]) Greater than 0
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Player_TriggerPlayerArray1[Integer_LoopIndex] Equal to Player_TriggerPlayerArray2[Integer_LoopIndex]
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Then - Actions
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Unit - Order Unit_TransportShipArray[Integer_LoopIndex] to Unload All At Point_TriggerPoint
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Unit Group - Remove all units from Group_TransportedUnitsArray[Integer_LoopIndex]
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Else - Actions
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Custom script: set udg_Player_TargetPlayer = null
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Custom script: call RemoveLocation(udg_Point_TriggerPoint)
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Custom script: set udg_Player_TriggerPlayerArray1[udg_Integer_LoopIndex] = null
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Custom script: set udg_Player_TriggerPlayerArray2[udg_Integer_LoopIndex] = null
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Set Global Variables
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Events
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Time - Elapsed game time is 0.00 seconds
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Conditions
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Actions
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Set Unit_TransportShipArray[1] = Human Transport Ship 3686 <gen>
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Set Unit_TransportShipArray[2] = Human Transport Ship 0846 <gen>
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Set Unit_TransportShipArray[3] = Human Transport Ship 0845 <gen>
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Set Unit_TransportShipArray[4] = Human Transport Ship 0844 <gen>
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Set Unit_TransportShipArray[5] = Human Transport Ship 0842 <gen>
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Set Unit_TransportShipArray[6] = Human Transport Ship 0843 <gen>
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Set Unit_TransportShipArray[7] = Human Transport Ship 3701 <gen>
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Set Unit_TransportShipArray[8] = Human Transport Ship 3700 <gen>
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Set Unit_TransportShipArray[9] = Human Transport Ship 3699 <gen>
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Set Unit_TransportShipArray[10] = Human Transport Ship 3691 <gen>
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Set Unit_TransportShipArray[11] = Human Transport Ship 3690 <gen>
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Set Unit_TransportShipArray[12] = Human Transport Ship 3692 <gen>
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Set Unit_TransportShipArray[13] = Human Transport Ship 3687 <gen>
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Set Unit_TransportShipArray[14] = Human Transport Ship 3688 <gen>
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Set Unit_TransportShipArray[15] = Human Transport Ship 3689 <gen>
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Set Unit_TransportShipArray[16] = Human Transport Ship 3695 <gen>
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Set Unit_TransportShipArray[17] = Human Transport Ship 3694 <gen>
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Set Unit_TransportShipArray[18] = Human Transport Ship 3693 <gen>
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Set Unit_TransportShipArray[19] = Human Transport Ship 3693 <gen>
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Set Unit_TransportShipArray[20] = Human Transport Ship 3698 <gen>
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Set Unit_TransportShipArray[21] = Human Transport Ship 3697 <gen>
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Set Unit_TransportShipArray[22] = Human Transport Ship 3696 <gen>
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Attachments
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